The entire world is made of threads, threads you cannot see or ever perceive without a special vision gained as part of a vision-quest. Once acquired you can never see the world the same again; expansive plains of green grass look like knit blankets that stretch as far as the eye can see, people (king and commoner alike) look like hand-sewn yarn dolls, and even monsters might as well be sporting button eyes. In reality, these are the threads of fate and life is simply a tapestry woven together from them. A thread maiden can tug, cut, and even knit these threads of fate to great magical effect.

Thread maidens (or threadlords if male) are often from rural societies, or at least those with a more pastoral bend to them, as it takes a patient and easy-going mind to serve as the soil for such a power to grow in. Patience is at the root of all a thread maiden’s power. It is said that the first thread maidens were halflings and to this day the very notion of thread maidens are associated with the weefolk.

Thread maidens often ritualistically pierce their ears with sewing needles at jaunty angles to show their trade and find employment as seamstresses and advisors. Most societies hold them in the same regard as the town shaman or other sort of mystic and they are often consulted on matters of fate and infrastructure because of the unique way they view the world.

Hit Dice: d8.

Role: In combat, thread maidens are all about control and setting up their opponents so their allies can take them down. They almost exclusively deal non-lethal damage and can “snip” certain threads on their opponent to cripple them. Some of them inhibit movement, others lower their saves or AC, and that’s just for starters! They need a good Wisdom for a lot of their class features, otherwise they will want to make sure their combat ability scores are up to par.

Alignment: Any Non-Chaotic

Thread maidens require a patient mind to cultivate abilities that those of a chaotic disposition lack. Many are lawful, though most tend towards neutral alignments (on both axis). Good thread maidens are patrons of farm towns - do-gooders who offer their services to the communities on the cheap - and even act as wandering wise women on the frontiers. Evil thread maidens tend to be scorned people taking out their petty retributions over a long period of time. They might snip the object of their ire’s thread of destiny one day, cause them to miss the love of their life the next day, and cackle all the while as they do it.

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Weapon and Armor Proficiency

The thread maiden is proficient with all simple weapons and weapons of the thread maiden weapon group. She is also proficient with light armor and medium armor as well as bucklers and light shields. Thread maidens can cast thread maiden spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a thread maiden wearing medium armor, or heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass thread maiden still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Thread Maiden Weapon Group

Bucolic Patience (Ex)

The spirit of a thread maiden needs to be as old as time and as calm as an undisturbed summer lake. A thread maiden gains Combat Casting as a bonus feat, and gains a +4 bonus on saves and checks to avoid the fatigued and exhausted conditions. In addition, a thread maiden may use Wisdom in place of Intelligence for Craft and Spellcraft checks. However, she may never reduce the casting time of a thread maiden spell she casts (such as by the Quicken Spell metamagic feat) or reduce the time on a skill check to make an item by increasing the DC.

Knitsight (Su)

At 1st level, the thread maiden gains a vision of the world beyond. This impacts her in some very significant ways. The world she sees is something very different (and more simplistic) than the reality others perceive and the discrepancies often cause confusion. While the thread maiden might look at a flower and see a knit-looking flower with white thread for the petals and green yarn for the stem, her companions see a realistic depiction.

Many of the tiny details get lost in the translation and a thread maiden might not always pick up on them, particularly when it comes to texture (the slight color variations on a stone, the way the sun glints off the water in mid-afternoon, etc).

A thread maiden has a -10 penalty on Perception checks to notice specific details on objects. This does not extend to other sorts of Perception checks – in fact, a thread maiden gains a +4 insight bonus on opposed Perception checks to spot creatures who are attempting to hide via Stealth – a more simplistic depiction of the world tends to dispense with the little nuances that often provide creatures with a way to hide (shadows are more simplified, the color of the thread that composes a creature might clash more with the simplified background colors pallet of knitsight, etc).

This ability might also have roleplaying consequences – a thread maiden might be unable to accurately describe, in conventional terms, the appearance of an individual (“He was about 8,000 rows tall… he had a unique kind of stitching on his skin - you know, like a dwarf but not exactly like a dwarf, and there were a few loose ends near his pant leg…” rather than “He was a half dwarf who stands about 5’6 dressed like a vagrant…” ) or other such things.

Spells

A thread maiden casts arcane spells drawn from the thread maiden spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a thread maiden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a thread maiden’s spell is 10 + the spell level + the thread maiden’s Wisdom modifier.

Like other spellcasters, a thread maiden can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Thread Maiden Spells per Day. In addition, she receives bonus spells per day if she has a high Wisdom score. The thread maiden knows all spells that a thread maiden of her level has access to, though this list is extremely limited. A thread maiden need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Table: Thread Maiden Spells Per Day

Level

1st

2nd

3rd

4th

5th

6th

1st

1

-

-

-

-

-

2nd

2

-

-

-

-

-

3rd

3

-

-

-

-

-

4th

3

1

-

-

-

-

5th

4

2

-

-

-

-

6th

4

3

-

-

-

-

7th

4

3

1

-

-

-

8th

4

4

2

-

-

-

9th

5

4

3

-

-

-

10th

5

4

3

1

-

-

11th

5

4

4

2

-

-

12th

5

5

4

3

-

-

13th

5

5

4

3

1

-

14th

5

5

4

4

2

-

15th

5

5

5

4

3

-

16th

5

5

5

4

3

1

17th

5

5

5

4

4

2

18th

5

5

5

5

4

3

19th

5

5

5

5

5

4

20th

5

5

5

5

5

5

Thread Weaving (Su)

The most fundamental tool in a thread maiden’s arsenal is the ability to tear metaphysical threads from reality and weave them into new subjects to alter their traits. As a standard action a thread maiden can remove a thread from an object (henceforth referred to as a “removed thread”). She may do this as many times per day as she wishes.

Once removed that thread, which has specific qualities (see the specializations below), is added to the thread maiden’s possession. It is an intangible resource like a point in a ki pool or spell slot. A thread maiden can hold a number of removed threads equal to 1/2 her thread maiden level at a time (minimum 1). If she goes over this limit, the newest removed thread replaces the oldest.

Removing a thread requires that the thread maiden make a touch attack against her target. If successful she must make a concentration check (the DC varies depending on her specialization). Removed threads deprive a target of a certain quality. As a standard action, a thread maiden can take a removed thread she possesses and “stitch” them into a new target (the same as it was removed from). This requires the same kind of touch attack and ensuing concentration check as it is to remove a thread. A failed check means the thread was not able to be stitched in and the thread maiden may try again in the future. Successfully stitching a new thread into a creature gives the target the qualities the removed thread has (Example: You removed the hardness from a block of steel and give it to a feather pillow to make it strong and solid). This change is permanent (until removed by another thread maiden). If a thread would rewrite an already changed attribute, the newest thread takes precedence, though the old thread remains in the target.

Thread Weaving Specializations

Creatures

Thread maidens who specialize in creatures can unweave elements of a creature’s very identity, giving graceful elves the strength of orcs, and making orcs graceful as elves.

Concentration DC: 10 + Creature’s HD

Identity Theft (Su)

At 1st level, the thread maden may choose to remove either the type or subtype from a creature. This doesn’t change a creature’s abilities, but may cause spells, magic items and other abilities to function differently around it. Stitching this thread into a creature replaces its old subtype with the new one. This doesn’t give the creature any new abilities, but may cause spells, magic items and other abilities to function differently for it.

Skill Stitch (Su)

At 5th level, the thread maden may choose to remove a creature’s racial bonuses and penalties to its ability scores. Stitching this thread into a creature replaces its old racial bonuses with the new ones. If a creature has no listed racial bonuses then treat its highest score as a +2 bonus and its lowest as a -2 penalty. If these scores are greater than 20, or less than 8 treat the racial bonus or penalty they act as +4 and -4, respectively.

Spellbinder (Su)

At 10th level, the thread maiden may choose to pluck a creature’s essence from it. The thread maiden may cast spells with a range of touch on the creature from any distance so long as she has this thread. The creature receives a Will save, at the same DC as the spell, to negate this effect. If placed into another subject then active spell effects apply to both the original creature and the new subject in equal strength, but have their durations halved.

Life Bond (Su)

If placed in another creature then, once per round, when that creature takes hit point damage the original creature must make a Will save (DC 10+1⁄2 thread maiden level + Wisdom modifier) or take that damage in place of the creature, up to a maximum of twice the thread maiden’s level in damage. This effect ends when it has caused a creature to take ten times the thread maiden’s level in damage.

Master of Creatures (Su)

At 20th level, when the thread maiden takes a creature’s thread, she may choose to have it contain any number of the traits that she could take with lower level abilities from this specialization as a single thread.

Fate

Thread Maidens who specialize in the threads of fate twist the future to their own ends.

Concentration DC: Each ability has its own concentration DC, listed at the end of its description.

Fateweaver (Su)

At 1st level, when the thread maiden regains spells each morning, she may grasp at threads of potential futures, using as many threads as she wishes up to her normal maximum. Each time she does so she rolls 1d20 and records the result. If she stitches this thread into a creature she may spend an immediate action to force that creature to use that d20 result in place of whatever it rolled. The thread maden may use this after a creature’s roll and the results thereof have been revealed, but if she does the creature receives a Will save (DC 10 + ½ thread maiden level + Wisdom mod) to negate this effect. Regardless of success or failure, using this ability releases this thread. The DC for this ability is 15 for each thread.

Nudge Fate (Su)

At 5th level, the thread maiden can choose to adjust the d20 result generated with her fateweaver ability by 1/4th her level. In addition, while she has a thread created by her fateweaver ability within a creature, she may spend an immediate action to give a creature a bonus or penalty to its next D20 roll equal to 1+1/4th her level.This is a bonus if the number rolled on the d20 was greater than 11 and a penalty if the number was less than 11. Unlike using fateweaver this ability does not release the thread. Each number she adjusts the the number generated by her by increases the DC of conjuring that thread by 4.

Broad Prediction (Su)

At 10th level, the thread maiden can declare one category of d20 rolls when creating a thread with her fateweaver ability. These categories must be non-specific (acceptable: attack rolls, saving throws, reflex saves. Not acceptable: saving throws made against spells). The next time a creature makes a d20 roll for the declared category the thread from her fateweaver ability is expended automatically, replacing the number that the creature would have rolled with the number generated with her fate weaver ability, with no action required on the part of the thread maiden. Using this ability increases the DC of the check to create a thread with her thread weaving ability by 10.

Twin Futures (Su)

At 15th level, the thread maiden can split a thread created by her fateweaver ability. Whenever a creature has a split thread sewn into it the thread maiden is aware of the creature’s condition as if by a status spell. In addition, the first time each round that the creature rolls a d20, it rolls twice and the thread maiden chooses the result she prefers, the creature may make a Will save (DC 10 +1⁄2 thread maiden level + Wisdom modifier) to use the result it prefers. Using this ability increases the DC of the check to create a thread with her thread weaving ability by 5.

Master of Fate (Su)

At 20th level, the thread maiden can force a good or bad potential future to its maximum possible result. Whenever she generates a thread with her fate weaver ability, she may choose to change that result to a natural 1 if she rolled a number less than 11 or a natural 20 if that number was equal to or greater than 11. Using this ability increases the DC of the check to create a thread with her thread weaving ability by 20.

Magic

A thread maiden who can weave magic does so as easily as she might an afternoon’s sewing project. She can pick apart spells, steal one’s magical essence, and even unravel the very fabric of the arcane.

Concentration DC: 10 + caster’s concentration bonus

Spell Tear (Su)

At 1st level, the thread maiden may pluck the caster levels from spells, by touching an active spell effect or a creature under the effect of a spell (which may require a readied action in the case of instantaneous effects). If she succeeds she reduces the caster level of the spell effect by 1. At 4th level and every 4 levels thereafter she reduces it by an additional 1. For every 5 she beats the DC by she reduces the spell’s caster level by an additional 1, up to a maximum of ½ her level. If this brings a spell’s caster level below its spell level (such as reducing a 3rd level spell below caster level 3rd) it is dispelled as though subject to a successful dispel magic attempt. The thread maiden may sew this thread into a creature, if she does the next spell cast on or by that creature has its caster level increased for that creature by an amount equal to what she reduced the spell’s caster level by.

Arcane Unweave (Su)

At 5th level, the thread maiden can detonate magical threads created by her spell tear class feature inside of a creature as an immediate action, unleashing any number of magical effects. The effect of this detonation is determined by the school of the spell that the thread maiden reduced with her spell tear to create this thread.

Abjuration spells grant the target a +1 deflection bonus per caster level the thread maiden reduced the spell effect by to their AC against the next attack made within one round against that target.

Conjuration spells have different effects based on the sub school of the spell.

Calling, creation, summoning, and teleportation spells cause the target to be subject to a blink spell for 1 round.

Healing spells heal the target for 1d6 points of damage per caster level that the thread maiden reduced the spell effect by.

Divination spells grant the target of the spell a +1 insight bonus per caster level the thread maiden reduced the spell effect by to their saving throw against the next effect made within one round by that target.

Enchantment spells grant the target a +1 morale bonus per caster level the thread maiden reduced the spell effect by to their next attack roll made within one round by that target.

Evocation spells cause the creature to erupt in an explosive burst of energy. This deals 1d6 points of damage per caster level that the thread maiden reduced the spell effect by. This damage may be either fire, cold, electricity or acid damage (thread maiden’s choice).

Illusion spells create a dizzying array of false images in the target’s vision, they act as though blind for one round unless they succeed at a Will save (DC 10 + 1⁄2 thread maiden’s level + Wisdom modifier).

Necromancy spells inflict a blinding flash of agony, inflicting a -1 penalty on the next save they make within one round per 2 caster levels that the thread maiden reduced the spell effect by.

Transmutation spells cause the target’s body to shift rapidly between a multitude of substances temporarily, inflicting a -1 penalty to the subject’s Strength and Dexterity scores per caster level that the thread maiden reduced the spell effect by for one round.

Arcane Reweaving (Su)

At 10th level, the thread maiden may, as a swift action, expend one thread created by her spell tear class feature to regain a spell of a level equal to or lower than half the caster level she reduced the spell effect by. If she weaves this thread into another creature they may use this ability instead. Each time after the first this ability is used the creature who uses it treats the caster level of the thread as 1 lower than it actually is

Spellweave (Su)

At 15th level, the thread maiden can expend a thread created by her spell tear class feature to cast the spell as a spell like ability, using her thread maden level as her caster level. If she weaves this thread into another creature they may cast the spell as a spell like ability, using her thread maiden level as their caster level.

Master of Magic (Su)

At 20th level, the thread maden treats the caster level of threads she creates with her spell tear class feature as four higher than they actually are for the purpose of her class features that rely on them.

Objects

Thread maidens who specialize in objects are able to pluck the traits from solid objects, making steel as brittle as paper, and paper as hard as steel. Abilities from this specialization only function on objects (or sections of an object) of up to one cubic foot per thread maiden level and do not function on artifacts.

Concentration DC: Object’s hardness

Stitch Bindings (Su)

At 1st level, the thread maiden may choose to remove either the hardness or hit points from an object, treating its new hardness as 0 or it’s new maximum hit points as 1. Stitching this thread into an object replaces the object’s hit points or hardness with the amount taken when the thread was removed.

Steal Silk (Su)

At 5th level, the thread maden may choose to remove any special traits derived from the object’s material, such as mithral’s half weight or adamantine’s ability to bypass hardness (subject to GM discretion). This also includes the material’s ability to bypass certain kinds of damage reduction. Stitching this thread into an object replaces any such traits that the other material might possess.

Enchantment Patch (Su)

At 10th level, the thread maiden may choose to remove any magical enhancements from an item, increasing the DC of the concentration check by 1/4th the DC of the Spellcraft check required to create the item. The item still has these abilities for purposes such as upgrading a magical weapon, but receives no benefit from them. Stitching this thread into an object replaces any magical abilities that the object previously possessed with the new abilities. Magic weapon and armor abilities inappropriate to the weapon that they are placed on (such as keen on a bludgeoning weapon) still do not function.

Redundant Stitching (Su)

At 15th level, the thread maiden may choose to bind an object’s condition to another one. By placing this thread into another object that second object mirrors the first object’s condition (when the object gains the broken condition the second one does too, when the other object is destroyed so is the second object). If the original object is subject to a spell or other magical effect, the effect applies to both objects but the duration is halved.

Master of Objects (Su)

At 20th level, when the thread maiden takes an object’s thread she may choose to have it contain any number of the traits that she could take with lower level abilities from this specialization as a single thread.

Space

Thread maidens who specialize in the fabric of space can twist the threads of the world, changing locations in impossible ways.

Concentration DC: Each ability has its own concentration DC, listed at the end of its description.

Summoning Cord (Su)

At 1st level, the thread maiden can remove a vital thread from an object or creature, allowing her to summon it to herself. She may, as a swift action teleport the subject to her hand (if an object) or to an adjacent space (if a creature), so long as both the thread maiden and the target are on the same plane. Stitching this thread into another creature gives them the ability to do this. Regardless of who performs the action, using this ability ends the effect. Unwilling creatures receive a Will save (DC 10 + 1⁄2 thread maiden level + Wisdom modifier). The DC for this ability is 15.

Calling Cord (Su)

At 5th level, the thread maiden can stich her own thread into a creature, object, or location within 100 feet of her, this requires a touch attack and unwilling creatures receive a Will save (DC 10 + ½ thread maiden level + Wisdom modifier) to negate this. The thread maiden may, as a swift action, teleport to a space adjacent to that target, so long as it is on the same plane of existence. Using this ability ends the effect. Unlike most school powers this ability does not require a concentration check.

Space Weave (Su)

At 10th level, the thread maiden can pluck the thread from a five foot area of space, causing anything that is in or enters that space to be immediately shunted into the nearest unoccupied space. If she places this thread in another five foot square then creatures and objects large enough to fit through the old area are instead placed in an adjacent square to the new area. The DC for this ability is 25.

Plane Stitcher (Su)

At 15th level, the thread maiden can stitch across planar boundaries. Any ability she has that requires that the subject be on the same plane as her now works across planes. In addition she may rip one planar trait from a 60 foot area and store it for later use. She may stitch this thread into a 60 foot area to add the planar trait in that plane into the new area. These traits last for a number of rounds equal to 2d10 + her thread maiden level. The DC for this ability is 35.

Master of Space (Su)

At 20th level, the thread maiden may take all of the planar traits in a sixty foot area with her plane stitcher ability as a single thread.

Adjustments (Su)

Beginning at 2nd level, a thread maiden may take 1 hour to examine the stitching in specific kinds of light armor and augment it with her understanding of stitching as it relates to the universe at large. This grants the thread maiden a deflection bonus to AC while she wears the armor. At 2nd level this is bonus improves the armor bonus by +1 and this bonuses increases by 1 every 3 levels thereafter to a maximum of +7 at 20th level. A thread maiden never incurs a spell failure chance when casting thread maiden spells while wearing armor improved by this class feature. This improvement is only visible to those with knitsight or truesight, and is immediately apparent under those conditions, but otherwise has no outward appearance.

A thread maiden may improve the base armor bonus of the following kinds of armor at 2nd level: padded armor, quilted clothAPG, and chain shirts. She may also do this with pieces of equipment that would not normally provide an AC bonus (such as a tunic or dress). They are assumed to initially have a 0 AC bonus.

At 5th level she can improve the AC bonus of the following medium armors: scale mail and chainmail. In addition, at 5th level all armor improved in this fashion has a 25% chance to negate a critical hit or sneak attack scored against the thread maiden when she wears it (as light fortification ).

At 8th level, the chance to negate a critical hit or sneak attack improves to 50% (as moderate fortification) and ethereal/incorporeal attacks (including attacks from a brilliant energy weapon ) resolve against her normal AC.

At 11th level, the chance to negate a critical hit or sneak attack improves to 75% (as greater fortification) and she gains DR as if her armor was made of adamantine.

At 14th level, armor improved by this class feature makes her immune to critical hits and sneak attack damage.

Cut String (Su)

At 2nd level, a thread maiden may deliver her attacks against the metaphysical threads a creature is comprised of rather than their physical form. This must be done with a slashing weapon or weapon from the sewing weapon group the thread maiden is proficient with. Damage dealt by this ability isn’t slashing damage, rather it is a special type of untyped non-lethal damage that affects creatures that are ordinarily immune to physical damage. When struck by this attack a creature may feel like part of their body is “unraveling” or has “broken”.

Wounds inflicted by this are very distinct as it looks as though the wound is made of broken fibers.

Reknit (Sp)

At 2nd level, at will, as a swift action, a thread maiden can restore up to twice her thread maiden level in HP to a suit of armor that she has improved via her adjustment class feature.

Fray (Su)

Starting at 3rd level, a thread maiden can fray and distort the threads of a weapon in the thread maiden weapon group. This grants the the weapon an additional 5 feet of reach, even if it had none before. At 6th level and every three levels thereafter this weapon gains an additional 5 feet of reach. When thrown, frayed weapons add twice this amount to each of their range increments. Melee weapons with this ability take a -2 penalty on attack rolls for each five feet that they reach beyond their ordinary range increment.

“Fraying” a weapon takes 1 hour and these benefits only function while used by the thread maiden. When using a frayed weapon all damage is dealt non-lethally and cannot be dealt lethally by any means. A frayed weapon appears, to a non-thread maiden, as a weapon whose edges look worn and almost transparent. There might be literal patchwork impossibly stitched in (such as a quilted patch on a metal blade, a section of whip stitched back together, etc).

When fraying a weapon a thread maiden may choose to count their effective thread maiden level as being 3 levels higher for the purposes of determining the effectiveness of this class feature. If they do so the weapon gains the fragile weapon quality even if the weapon is masterwork or magically enchanted. As a frayed weapon moves it stretches, distorts, or otherwise seems to “unravel” before the eyes of onlookers.

Red String (Su)

At 4th level, a thread maiden can take 1 minute to sort through all the strings before her to find one that, if followed, will lead them to a specific individual, object, or place. They must make an appropriate check to do so however. This requires a DC 20 Spellcraft or Perception check.

Abilities that increase the caster level checks to scry on or locate someone also apply to this class feature. Such spells increase the DC by twice the spell’s level (nondetection cast by a wizard would improve the DC by 6 for example). Spell like detect scrying make the creature under the effect of the spell aware that someone is tracking them via supernatural means. A misdirection spell will cause the string to lead the creature in the wrong, randomly determined, direction until the duration of the spell expires.

If the check is successful, the thread maiden may follow a thread invisible to all those without knitsight to the target of her desire. If followed, the thread will take her along a ground path directly towards it. The path may have some variations and bends to follow the contours of the land (such as going over a mountain) but will always take a straight line to the target. If the creature moves, the thread the thread maiden is following changes its orientation as well.

A thread maiden may only follow a single thread at a time and this requires concentration as well as causes the thread maiden to move at half speed while following it. A thread maiden who loses a thread (due to an interruption such as combat) may pick up the thread again with a DC 15 Perception or Spellcraft check provided she has not picked up another thread, moved more than 100 feet, or more than 8 hours have passed.

A thread maiden can use this ability to locate esoteric, ill-defined, or unknown things such as using it to find “my true love” or “the greatest treasure in the world”. As these are literally the strings of fate, a GM has some discretion in his interpretation of it and, if particularly vague or malleable, may change over time (if looking for the richest man in the world, if someone else becomes more wealthy than her previous target the course of the thread may suddenly change). A thread maiden should be very specific as to who or what they are looking for as it may be interpreted literally, though a GM should not intentionally go out of his way to misinterpret it.

Snips (Su)

At 4th level, once per round when a thread maiden uses her cut strings class feature, she may expend unused spell slots to “snip” a targets threads, dealing damage to them on a more abstract level. At 4th level she selects one snip from the list below and she gains another snip at 7th level and every 3 levels thereafter. Any saves associated with a thread maiden’s snips have a DC equal to 10 + the level of the spell expended + her Wisdom modifier. Snips may be undone by a character with at least 4 thread maiden levels as a swift action by touching the afflicted creature, in addition to any normal method of curing them.

Snip Resilience (Su)

A target struck by this snip reduces any damage reduction, energy resistance, fast healing or regeneration by an amount equal to 4 times the spent spell’s level. If this brings a value to less than zero then the target instead takes an amount of damage equal to the amount below zero the ability was reduced to when the ability would normally prevent damage or restore hitpoints. (Example: If the thread maiden expended a 5th level spell on this snip, it could reduce an enemy’s damage reduction by 20- a 5th level slot x 4. If the enemy only had 5 damge reduction, they would have their damage reduction reduced to 0 and take15 damage ).

Snip Spirit (Su)

A target struck by this snip gains 1 negative level per two levels of the spell spent to use this ability (minimum 0). These negative levels are temporary and disappear after one round per level of the spell used to activate this ability. The target may make a Will save at the end of their turn to rid themselves of all negative levels accrued by this ability. Undead creatures who have or are souls instead take 2d6 points of damage per level of spell spent on this ability.

Snip Reactions (Su)

A target struck by this snip takes a penalty to its AC, Reflex saves and reduces their initiative score for determining when it acts by an amount equal to 2 + the spell level spent to use this ability for one round.

Snip Sight (Su)

A target struck by this snip is struck blind for one round, a Will save reduces this to a 20 percent miss chance for one round.

Snip Might (Su)

A target struck by this snip takes a penalty on damage rolls equal to twice the level of the spell expended for one round.

Snip Thread (Su)

A target struck by this snip has one of its threads cut, as per the thread maiden’s thread weaving class feature. As part of the attack instead of as a standard action, the thread maiden gains a bonus on the concentration check equal to the level of the spell expended. The thread maiden can also use this class feature to stitch a thread into a target instead of taking one out.

Snip Vitality (Su)

A target struck by this snip must make a Will save or take a penalty on Fortitude saves equal to the level of the spell expended for a number of rounds equal to the level of the spell expended. Any time that the target fails a Fortitude save during this time they take 2 points of Constitution damage.

Snip Sanity (Su, Sp)

A target struck by this snip must make a Will save or take a penalty on Will saves equal to the level of the spell expended for a number of rounds equal to the level of the spell expended. Any time that the target fails a Will save during this time they become confused, as per the confusion spell, for one round.

Snip Existence (Sp)

A target struck by this snip must make a Will save or be shunted out of existence for 1 round per 2 spell levels of the spell expended for this ability (minimum 0 rounds), as per a maze spell.

Snip Location (Sp)

A target struck by this snip must make a Will save, failure causes the creature to be unable to move more than 50 feet from the space that they started at that round for one round. If they move or are moved outside of that area then they teleport back to the location that they started their turn at. Each level of the spell expended for this ability reduces the amount of space then can move by 10 feet (minimum 0).

String Meister (Sp)
At 6th level, a thread maiden can, as a move action, expend a spell slot to cause a length of rope, chain, or string 4 feet or less in length to stiffen to its full length in a straight line and function as per an immovable rod . An immovable rod created with this class feature requires a Strength check (DC of 10 + twice the level of the spell expended) to move it. This appears as if the length of material has been “switched” into reality to those without knitsight.

Thread Maiden Weapon Group

Table: Thread Maiden Weapon Group

Name

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Category

Sewing pins (20)

1 gp

1

1

18-20 x2

10 ft.

1 lb.

P

Nonlethal

Exotic Throwing Weapon

Sewing Shears

5 gp

1d2

1d3

18-20 x2

10 ft.

1 lbs.

P or S

-

Exotic Light Weapon

Sewing Needle

15 gp

1d3

1d4

18-20 x2

-

2 lb.

P

-

Exotic One-Handed Weapon

Seam Ripper Spear

60 gp

1d6

1d8

18-20 x2

-

10 lbs.

P/S

Reach, sunder

Exotic Two-Handed Weapon

Sewing Pin

These small needles are balanced to be thrown. They deal non-lethal damage. Sewing pins are destroyed when they are thrown.

Sewing Shears

These steel scissor-like weapons resemble thick sewing shears. When wielded in a closed fashion they deal piercing damage and are primarily uses to stab. If opened, a swift action, they may be gripped at the point where the two halves of the shear blades meet. There is a thin cloth cover over the center of this part of the blade and it is dulled. While in this form they deal slashing damage. While open, they can be thrown with a range increment of 10 feet.

Sewing Needle

This finger-thin thrusting sword has no guard and resembles as 3 1/2 foot long sewing needle with a 1/4th inch diameter. The eye of the needle is gripped, one side normally wrapped with cloth to provide some grip on the otherwise slick weapon. A sewing needle is equivalent to a rapier.

Seam Ripper Spear

This spear-like weapon has a lobster-claw like head, like the traditional sewing tool. One head is long and thing, ending in a sharp tip. The other is shorter and thicker, ending in a dulled or ball-capped tip. There is a bladed area in the gap between the two heads- making it ideal for sundering armor. Seam ripper spears grant a +2 bonus on Combat Maneuver Checks to sunder attempts.

Note: Equivalents

You will note the use of the phrase “equivalent” (as in “This weapon is equivalent to a rapier”) in some descriptions. This means that the weapon counts as another weapon for the purpose of feats, class features, prerequisites, etc. A weapon must still qualify on it’s own merit in regards to its weapon profile however (example: if a weapon was equivalent to a rapier but did slashing damage it could not qualify for a feat that only applied to weapons that dealt piercing damage).

6th Level Spells

A Player’s Guide to the Thread Maiden

The thread maiden is an unconventional class, capable of dealing with encounters in unconventional ways. Many of their abilities come from their choice of school, be sure to talk to the players and the GM to get an idea of your party member’s capabilities and the sorts of encounters that the GM plans to throw at you so that you can pick a school that’s useful (a thread maiden who specializes in magic would be hard pressed to use her abilities to their fullest effect in a game with no other spellcasters!). Most thread maiden spells aren’t particularly useful in combat, so you’re often better off spending your spell slots on snips when combat arises. There are exceptions to this however, most notably spells like Dispel magic, Bestow curse, Confusion, and Charm monster.